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January 22nd, 2002, 03:09 AM
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National Security Advisor
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Re: Space Monsters!!!
Yep, I just tested this and there is no on/off for sector cloaks. They are always on.
Soemthing odd I found too was if the monsters planet is cloaked, then encountering other ships does not trigger a first contact. The monster ship has to actually come across a planet of another race to make contact. This could affect your a mod where the AI controls the monsters, so you need to take it into account.
Cloaks on fighters? According to the abilities file the sector cloak does not work on units, so I didn't even test it. If it does you could make the monster cloak a sattelite instead of a base. If you wanted that is.
Since it's so easy to cloak you could really make the Monsters tough if you let them colonize. Can you imagine stopping them as they spread acroos the quadrant? Everytime they plant another colony, it disapears!
Geoschmo
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January 22nd, 2002, 04:23 AM
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Re: Space Monsters!!!
I meant regular cloaks for fighters, not sector
Phoenix-D
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January 22nd, 2002, 05:49 AM
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Shrapnel Fanatic
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Re: Space Monsters!!!
quote: Since it's so easy to cloak you could really make the Monsters tough if you let them colonize. Can you imagine stopping them as they spread acroos the quadrant? Everytime they plant another colony, it disapears!
OOOH... Cool scenario type thingy: a space-time experiment gone wrong, and the universe slowly collapsing around you and your neighbours.
Now that I think about it, there was a ST:TNG episode about that sort of thing.
Heh. When the universe shrunk smaller than the length of the ship, and the forward hull ceased to have ever existed:
Computer: Explosive decompression on deck 10.
Dr Crusher: Cause?
Computer: Structural Design Flaw.
If you made the Space Monsters zero-maintenance, and really good resource extractors, could you get them to build ringworlds, colonize, and "eat" the star too  ?
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January 22nd, 2002, 06:06 AM
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National Security Advisor
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Re: Space Monsters!!!
Oh, man that was my all time favorite TNG episode! Let me see if I can remember....
Crusher: Computer. Specify nature of design flaw.
Computer: Ship exceeds paramaters of known universe.
ROFL! I loved that one.
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January 25th, 2002, 02:57 AM
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BANNED USER
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Re: Space Monsters!!!
I've another concept for folks to ponder.
In a game with 3 or more human players, give one of the humans control of the Monster Race. Put certain limitaition on the race. Victrory condions for the human running this race could be any of the belo:
1) To have fun
2) Be based on a minumum of kt destroyed
3) How many turns it survives
I have no idea how to create this mod but based on the other Posts here, it apears to be possible.
Please don't ask how I come up with these ideas. Even my therapist doesn't know.
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January 24th, 2002, 03:31 PM
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Brigadier General
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Re: Space Monsters!!!
quote: Originally posted by Gryphin:
... Victrory condions for the human running this race could be any of the belo:
1) To have fun
2) Be based on a minumum of kt destroyed
3) How many turns it survives
...
Hehehe, if the monsters are controlled by a human the victory conditions for all NON-monster players should be "Last to be wiped out"  .
Rollo
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January 24th, 2002, 03:45 PM
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Colonel
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Re: Space Monsters!!!
I kind of lost this thread when people started talking about sector cloaks and all that high tech gizmo.
Question - practically, what form/style would the monsters take? If you want my tuppence worth, I always thought it would be cool to use either the high tech Borg style of beastie or preferably (given my decisively low tech triats) a sort of 'swarm' style thing a la the swarm mother in the Wild Cards books (ie the mutants not the marines)
If that were moddable - that would be the sort of monster I would love to play
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